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# Session 01: Current Audio Balance Audit

**Session ID**: `phase36-session01-current-audio-balance-audit` **Status**: Complete **Estimated Tasks**: \~12-25 **Estimated Duration**: 2-4 hours

***

## Objective

Validate the already-implemented 45-cue audio pack in browser and turn any balance, fatigue, unlock, or routing issues into concrete follow-up notes.

***

## Scope

### In Scope (MVP)

* Manually review title-loop unlock, mute behavior, SFX volume, music volume, silent fallback, runtime controls, and repeated-combat cue fatigue.
* Exercise desktop and mobile AI Rogue flows that trigger common, protocol, objective, terminal, vault, cache, compile, and final-defense cues.
* Record cue-level changes needed before generating larger packs.
* Preserve or update the Phase 36 PRD, relevant session notes, or AI Rogue docs with balance and playtest findings.

### Out of Scope

* Generating new enemy, theme, or adaptive audio assets.
* Refactoring audio engine buses beyond narrow issues discovered during review.

***

## Prerequisites

* [x] The current 45-cue SFX pack and six music tracks are available locally.
* [x] AI Rogue can be run in a browser for desktop and mobile review.

***

## Deliverables

1. Desktop and mobile audio balance notes for the current baseline.
2. Prioritized list of cue replacements, volume adjustments, routing fixes, or fatigue issues.
3. Updated documentation or plan notes for any findings that affect later sessions.

***

## Success Criteria

* [x] Desktop and mobile manual checks cover audio unlock, mute, music volume, SFX volume, repeated cue fatigue, runtime controls, and silent fallback.
* [x] Any discovered follow-up work is documented with affected cue IDs or source touchpoints.
* [x] `bash scripts/check-asset-sizes.sh` still passes after any media adjustment.
* [x] The product outcome is proven end to end: audio is actually audible in AI Rogue, visible controls still recover through mute/volume/silent fallback paths, and the review produces concrete pass/fail evidence.

## Folded Source Detail Routed To This Session

### Baseline To Validate

* AI Rogue has six Ogg Opus tracks in `src/assets/ai-rogue/audio/music/`, all under the reviewed 900 KB per-track cap.
* AI Rogue has 45 Ogg Opus one-shots or loops in `src/assets/ai-rogue/audio/sfx/`, all tiny mono 48 kHz assets.
* Runtime audio uses direct Web Audio with lazy decode, music crossfades, one-shots, heartbeat loop, mute and volume preferences, and silent fallback.
* `bash scripts/check-asset-sizes.sh` enforces committed asset-size policy.

### Implemented Audio Work From 2026-06-28

* SFX expanded from 16 to 45 Ogg Opus files.
* `scripts/generate-ai-rogue-audio-sfx.ts` provides a repeatable ElevenLabs generation script.
* Explicit `audioCues` metadata exists for high-value terminal, vault, protocol, shield, cache, objective, compile, and final-defense beats.
* Deterministic variants exist for `hit`, `enemy_defeated`, `player_hurt`, `shard_pickup`, `ui_click`, and `wall_bump`.
* The existing title loop is queued for pre-run audio unlock.
* Runtime controls use restrained `ui_click` confirmations for pause/resume, reset, save, and load.
* `src/assets/ai-rogue/audio/sfx/provenance.json` includes prompt, request, render, and raw-response metadata.

### Cues To Exercise

* Wall bump and invalid action.
* Player Strike swing and successful strike.
* Enemy melee hit.
* Hazard burn/corruption tick.
* Shield absorb and shield break.
* Status applied and status cleansed.
* Key fragment, vault unlock/open, cache chest open, terminal open, and terminal choice accepted.
* Protocol pickup, Patch Kit use, Trace Map reveal, Signal Jammer pulse, Trace Lance fire, and Phase Step jump/land.
* Equipment equip, objective unlock, compile payload armed, final defense survived, and save/load/reset UI confirmations.

### Source Findings Owned

* A1 confirms event SFX coverage was expanded in the 2026-06-28 pass.
* A2 confirms core variations were added and deterministic variant selection is expected.
* A6 confirms title-loop and UI-click audio are now wired but need manual review for unlock behavior, restraint, and fatigue.
* The remaining opportunity in A2 is to add a second hazard/status variant only if playtesting shows repetition.
* The remaining opportunity in A6 is to decide whether the title loop is too long or too busy for pre-run use.

### Implemented Batch History To Verify

* Batch 0: Activate existing underused audio, implemented 2026-06-28.
* Batch 1: Core Interaction SFX Pack, compact pass implemented 2026-06-28.
* Batch 2: Protocol And Objective SFX Pack, compact pass implemented 2026-06-28.

### Required Review Notes

* Manual browser review is mandatory because headless tests cannot validate perceived balance or fatigue.
* Do not add sound to every UI action by default; keep audio purposeful.
* Reserve UI sound for actions that benefit from confirmation.
* The next sessions should consume this session's concrete pass/fail notes before generating enemy, theme, or adaptive assets.

## Implementation Review Findings - 2026-06-28

Evidence location:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md`

Pass results:

* Desktop browser instrumentation passed for audio unlock, queued title music, run-start SFX, sector 1 music, pause/resume/save/reset UI click restraint, Settings mute/volume persistence, and no-Web-Audio silent fallback.
* Mobile 390x844 touch review passed for compact controls, Start unlock, sector music, a triggered Health Cache SFX, Settings mute/volume persistence, and no horizontal overflow on Play and Settings.
* Repeated-combat review triggered base and variant hit cues, enemy melee, enemy defeated variant, shard pickup variant, telegraph, shield break, and strike cues without page errors.
* Deterministic local simulation scenarios emitted protocol pickup/action, terminal open/accept, key fragment, vault unlock, cache open, equipment equip, objective unlock, compile payload, final defense survived, and victory cues.

Caveat:

* The agent environment cannot directly monitor acoustic output. The review therefore proves browser playback paths, controls, fallback behavior, and objective volume outliers, but Session 08 should include human acoustic listening before final audio sign-off.

Follow-ups for later sessions:

* P1: Review `45_wall_bump_variant_a.ogg`; it is the loudest mean SFX in the objective scan and may fatigue repeated wall-bump play.
* P1: Verify quiet milestone cues under music: `terminal_open`, `cache_open`, `compile_payload`, `shield_break`, `status_applied`, and `status_cleansed`.
* P1: Clarify downstream routing docs: `compile_payload` is tied to final defense; ordinary compile-level readiness uses `objective_unlock`, and compile choice acceptance uses `equipment_equip`.
* P1: Session 02/03 should add typed enemy-family audio metadata before generating family and boss cue identities.
* P2: Add hazard/status second variants only if human listening confirms repetition fatigue.
* P2: Keep UI clicks restrained to runtime confirmations; do not broaden audio to every UI button.
* P2: Human-listen the 69.306500 second title loop before replacing it.
* P3: Treat adaptive stingers as conditional until Session 06 defines the engine contract.


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